Originally Posted by RagnarokCzD
Originally Posted by tetsuoinfernal07
It is also currently not possible to possess a familiar and have mage hand summoned at the same time. However, as mage hand unsummons the familiar, it means the player would require using another spell slot to “resummon” the familiar. Perhaps it would be possible to give a second button that appears similar to the way that Disguise Self and the Speak with Dead amulet work, allowing you to “dispel disguise self” and “recast speak with dead”.
Seems a little overcombinated, concidering the fact that simply "allow to have more companions of different type" would resolve not just this, but some other (like Ranger) problems aswell.

I had figured perhaps they had a limit of one creature per player character but you are correct.

Originally Posted by Zorax
Originally Posted by tetsuoinfernal07
When using Minor Illusion (whether obtained as a cantrip from being High Elf or whether chosen at level 3), the description states that “You can remain hidden while casting this spell”. However, whenever the spell is cast while “Hiding”, upon completion of the spell you lose your stealth.

I noticed this too with Shadowheart casting it so it seems to be a general spell issue which I recommend being discussed in the more visible already pinned spell casting thread rather than a minor side thread.

Originally Posted by tetsuoinfernal07
It is also currently not possible to possess a familiar and have mage hand summoned at the same time.

We must be careful about this one. Mage Hand is already far stronger than intended in DnD5e rules such as being able to cause damage with an attack or counting as an enemy for the sake of sneak attacks in BG3. The fact that you cannot have a familiar at the same time counterbalances this a bit although I still feel Mage Hand to be overpowered being a cantrip. Mage Hand was supposed to be a help during non-combat related tasks like Minor Illusion. But Larian buffed it so much that it becomes a viable support during combat that can heavily impact combat especially considering shoving enemies from cliffs combined with the entire Advantage/Disadvantage stuff with High Ground/Low Ground which is also not part of the core DnD5e rules...

I agree with you regarding mage hand being overly powerful. Personally, from playing TTDND I was hoping it would be able to perform functions such as lockpick/disarm trap at range as well as pick up small objects from inside containers kind of thing. The use of it in combat seems unnecessary to me personally. I also hope they remove the advantage from high ground (although I personally am a fan for disadvantage from lower ground).